Animation problems

Hello,

I am relatively new to Unity, but it seems to be a very great tool to use. I have been experimenting with how easy it is to use the ‘@’ symbol to automatically import animations.

For the most part the animations have worked smoothly. But many times I get some interesting errors that I am unsure how to solve.

First off, many time some of the vertices are completely deformed, creating unrealistic and silly transformations on my models.

Secondly, many times the model is pushed back on the y axis, rotated 90 degrees on the x axis and simply hovers up and down on the z axis with no other animation. This is a strange problem but happens way too often to be a single problem. Maybe it is something I am overlooking.

Thanks for helping.

P.S. I use 3ds max 2009 for animations and modeling.

I import in 3dmax file fbx plus bip attach this file and i apply all modifier in unity 3d bt is not working animation plz guid me thx

The first problem you’ll face certainly is the up axis orientation which is different in Unity and Max. Max uses Z as up, whereas Unity uses Y as up. That said for most models you will need to rotate the pivot by 90 degrees on the x axis just before exporting from Max.

Also, you should always make sure to set your character to the scene origin (0,0,0) and model from there. Otherwise you might get unexpected results.

As for the deforming vertices - are you sure your skinning is set up correctly? Also make sure that in the import settings in Unity mesh compression is turned OFF for animated meshes.

Then there’s the new Mecanim system. Although I am currently not using it as the work needed to migrate my current project would just be too much, I had tested it for a while and found one thing to be especially relieving when it comes to those orientation problems. When creating the animation avatar for a mesh, you need to put it into T-pose. Unity can enforce that for you - which effectively helps you to get rid of any of those main orientation issues.